Laws of the Night

V5 MET LARP SRD — Mind's Eye Theatre / BNS

The Integrum

Enemies of the Night

A silent current beneath the turbulent tides of Kindred society, the Integrum is a cabal of scholars, occultists, prophets and predators who believe that Gehenna is real, it is coming, and that it must not be hastened or prevented. Descended from Bahari practices, they believe that come what may, the world must either burn or be reborn by its own pattern. Interference is heresy. While many organizations seek loyalty, might, or power, agents of the Integrum are chosen for their perspective above all. Some are drawn to find the order by dreams and omens. Others stumble across forbidden knowledge and cannot unlearn what they have seen. Others yet are born to it, the childer of former agents or bloodlines seeded generations before. Operating alone or in secretive circles and embedded within the Sects, the Integrum does not seek to control events. Rather, members of this network use their positions in Kindred society to observe, catalogue, and when necessary, correct events that would disrupt the natural rhythm of Gehenna's coming. Knowledge is currency, and they make a strong trade in information, gathering Prestation and resources to aid them in their order's mission. Members do not always agree on what is best, and they fight among themselves as often as they fight external threats. However, they are bound together by a primal, ancient power older than Caine himself: the living memory of the world, which the Integrum knows as the Wyrd.

Signs of the Hidden Path

You have been taught to recognise the unseen markers of the Integrum. When you are paying close attention, you can sense the signs of supernatural manipulation. Once per game session, you may ask the Storyteller if a person, place or event is being observed, manipulated or influenced by supernatural means. The answer will be "yes" or "no". This power does not identify who or what is responsible, only that something unnatural is at play.

●●Warden of the Keystone

You have been entrusted with the defense of a leyline node, a place of power tied to global magical equilibrium. You have formed a Chapterhouse there: a touchpoint for Integrum activity where members of the Integrum network might reside and work. You gain three dots of the Haven Background with two free Haven Advantages representing your Chapterhouse. Once per game, you may call upon the magics of the leyline node to provide a supernatural sanctuary effect: anyone who performs Blood Sorcery, Oblivion, or supernatural effects involving summoning or crossing the Veil within your Haven without your permission suffers a -2 penalty to their test pools.

●●●The Inner Ring

Your access within the Integrum is deeper than most, and you are permitted access to secrets from the Wyrd that are too dangerous for most. Once per game session, you may ask the Storyteller a lore-based question about Kindred history, Antedeluvians, Bahari, Gehenna, leyline activity or supernatural locations. You will receive a factual, helpful answer to your question. This power does not reveal secrets, but Agents of the Integrum at this level find this power very helpful for revealing historical or occult information that has been lost to time that would be otherwise very difficult for modern vampires to know. The Storyteller has discretion as to what information is available.